Scenario Editor & Scripting Language Documents

From RoN Heaven:

Big Huge games has released a comprehensive set of documents that give detailed instructions on how to use the Scenario Editor in Rise of Nations as well as the syntax for the scripting language used in the game. You can download the complete set of Documents in Zip format here.

I am looking into writing a scenario about China - specifically based on the rise of the communists under Mao Zedong.

Right now I'm playing through the Cold War scenario to try to get a feel for the things you can do with the scripting and scenario builder. I especially liked the campaigns where you could NOT build cities, and had to either defend your existing base (because you couldn't build anything except units) or had to conquer the enemy's bases (which provided you with de facto city and improvements).

I do remember trying to tickle the nipples of my C-programming muse a long long time ago, but that particular passion has been so neglected that it's actually withered and dropped off. So I may have to get my C textbooks back out again.

But all in all I love this game and although I know I've almost missed the party, it's good to keep up with it. I hear they're working on a fantasy add on, so hopefully the community is due for a rebirth soon.

Much of the work actually fell to my friend Bing. So... um... ... blame everything on him!

We have a working Battle of Berlin scenario. It's still in beta testing stages as yet, but it's pretty good fun. We'll have to do more balancing so that the Germans have a shadow of a hope, but it should be finished before too long. One thing we're stuck on is how to spawn air units WITHOUT having a friendly airbase on the map. This happens in the "airbase" scenario in the Cold War CTW, but we can't figure out how to get it to work in a normal scenario.

Bing is also working on a China mod for the game. Should be interesting.